Method and apparatus for portable exercise system with electronic targets

ABSTRACT

A portable game and exercise system with electronically-activated targets and a non-contact racquet which is brought into the proximity of the targets as the targets are activated. One or more players sets up a virtual court by positioning a number of targets, and sets up game parameters. Each target contains a radio receiver that allows a controller transmitter to activate it. An active target alerts the player with a visual and/or auditory signal, directing the player to different areas of the virtual court. When a player&#39;s racquet is brought within the proximity of the active target within the allotted time, the target designates a hit with a signal. A total score for the game is determined.

RELATED APPLICATIONS

This application is related to and claims priority from U.S. Provisionalpatent application No. 60/525,426 filed Nov. 26, 2003.

BACKGROUND OF THE INVENTION

1. Field of the Invention

The current invention is a portable game and exercise system withelectronically-activated targets and a racquet which is brought into theproximity of the targets as the targets are activated.

2. Background

There is a need for an exercise system which provides an interestinggame format. There is a need for a dynamic exercise system which isreconfigurable as the skill level of the user improves. There is a needfor an exercise system which is low weight and compact so that thesystem is portable, such as for travel.

SUMMARY

The current invention, PeoplePong™, is a portable exercise system thatprovides exercise similar to court games such as racquetball, tennis andbasketball without the requirement of a court or a ball. The system canalso be used for races, obstacle courses or an electronic form of “Tag”.In one embodiment, the system directs the player through a series ofmoves using electronically-activated targets which are placed andactivated according to a player's skill level and exercise objectives.

The system is designed to be carried easily by the player and can be setup quickly in a variety of venues such as a living room, hotel room,garage, gymnasium or outdoors. The system is configurable and flexibleand is played in a real, 3-dimensional environment. The entire systemfits into a carrying case smaller than a shoebox, and no computers,monitors, mats or pads are required. The system does not require aseparate gaming device such as PlayStation™, GameCube™, or XBox™, andeverything required to play and exercise is included with PeoplePongsystem.

In one embodiment of the invention, multiple targets are positioned atdesired locations in a three-dimensional space so that a player isrequired to make beneficial muscular movements in order to move ahand-held wand or racquet from the vicinity of one target to thevicinity of another target. These muscular movements may be over arelatively large range, so that the player must move his feet to travelbetween targets, or may be over a relatively small range so that theplayer may stretch and rotate without moving his feet in order to placethe wand in proximity to the targets.

The targets are then activated in a random or designated order by acontroller so that the player's attention is directed from target totarget. In one embodiment, the controller activates targets via a radiofrequency (RF) transmitter. When a target has been activated, it willsignal the player, such as with a light and an audio pilot tone. In oneembodiment, when a target is activated, it will begin to emit aninfrared (IR) signature. If the wand is placed in the vicinity of thetarget while the target is still active as dictated by the controller,the wand will detect the IR signal and tally the event as a successful“hit”. If the target has been deactivated before the wand can detect theIR signal, the system registers a target miss. In other embodiments,other proximity detection means or contact sensing are used. In oneembodiment, the target indicates success or failure with both a visualand audible feedback for the operator. The player then directs thecontrol wand to the next target as defined by the selected game. Thescore, such as the cumulative number of hits in the game or a percent oftarget hits may be indicated. In another embodiment, the time requiredto successfully complete the sequence of targets may be determined anddisplayed.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is an illustration of the placement of targets in a virtual courtshowing a plurality of targets, a player, a racquet with a controller.

FIG. 2 is an illustration of the game control switches and display for awand controller.

FIG. 3 is a schematic of one embodiment of a target.

FIG. 4 is an illustration of the selectable set modes.

FIG. 5 is a schematic of one embodiment of a racquet with a controller.

FIG. 6 is a flow chart for the court mode.

FIG. 7 is an illustration of the placement of targets in a virtual courtshowing a plurality of targets, a player, and a controller.

DETAILED DESCRIPTION OF EMBODIMENT Non-Contact Racquet in Court Mode

In this embodiment, a controller in a hand held wand or racquetactivates virtual targets which are placed in a space such as a room oroutdoor area. The room or outdoor area serves as a virtual court. Theplayer attempts to swing or otherwise position the racquet in thevicinity of targets as they are activated. The racquet detects targetswhich are within a detection range, and the controller logs such eventsas “hits” which are scored for the player. The system is configurable,such as described below and in the other embodiments.

System Layout

FIG. 1 is a side view of an exercise and game system illustrating theplacement of targets in a virtual court showing a plurality of targets,a player, a racquet housing a controller. In this embodiment, a player90 sets up a virtual court 100 by placing a number of targets such as200, 201, 202, 203, and 204 around a room 95. The targets may be placedhigh or low, in front of, behind, or above the player, on one or morewalls 96, the floor 97, the ceiling 98, etc. Each target contains aradio transceiver 220 (not shown) that allows a controller 300 toactivate it. In this example, the controller 300 is located in theracquet 400. In other examples, the controller may be a separate unit,as a base station or worn by the player. An active target alerts theplayer with a visual and/or auditory signal, directing the player todifferent areas of the virtual court. In this example, when a target isactivated, it lights up by turning red, and makes a sound so that theplayer knows to move toward that target with his or her racquet 400. Theracket may be of any desired shape, including a simple wand or stick. Ifthe player's racquet 400 comes within the proximity of the active targetwithin the allotted time, a “hit” is registered. When it is “hit”, thetarget light changes color such as to a green light, and the target mayplay a sound to designate a hit. The controller activates targets one ata time, and also receives a signal back from the target when an activetarget has been hit. This allows the controller to tally up a score suchas the percent or number of active targets hit by a player.

Targets are typically turned on by the controller randomly and for aplayer-selectable time period. If a player is of a high skill level, orif the targets are in close proximity to one another, the player shouldselect a short duration for which targets remain active. If a player isless skilled, or if the targets are positioned far apart, the duration atarget stays active should be lengthened by the player. If a target isnot hit by the player in the allotted time, the target expires and thenext target activates. Ideally, the player will be challenged to get toa target before it expires. As soon as a target is hit or expires,another target goes active, prompting the user to move from target totarget as quickly as desirable.

In this embodiment, the player will not physically hit a target as he orshe would with a real racquet and ball, so there may not be full racquetswings and follow-through. The players will typically need to pivot,twist and run in order to reach up and down, forward and back. Thisrequired movement may provide similar aerobic, stretching and hand-eyecoordination as other games or exercise. This required movement can beestablished by a player to emphasize work on specific muscle groups. Aplayer's progress can be monitored by recording game times or scoresover several games, thereby encouraging the player to continue theexercise program. The court may be established indoors, so that theexercise may be continued in adverse weather. In this embodiment, theplayer may have a competitive gaming experience at the player'sconvenience without the necessity of scheduling a court and an opponent.

Additionally, as players become proficient they can set up targetplacement and timing in a manner that will allow them to swing forwardand back to hit them, rather than just touching or poking at them.

In this embodiment, the system is composed of two main subsystems. Aracquet or wand-like device may house the controller, and multipletarget devices.

Racquet Controller

FIG. 5 is a schematic of one embodiment of a controller 300 which isprovided in a racquet. In other embodiments, the controller may be aseparate unit, or the control functions may be distributed over one ormore targets. In this example, the controller includes a microprocessor460 which executes custom embedded machine code, and a clock source 462such as an oscillator for the microprocessor. The microprocessor mayaccess a EEPROM memory 464 (not shown). The controller includes an LCDdisplay 420 which presents the system parameters or options as describedbelow. These system parameters can be set by the player through menudisplays and manual switches such as elements 421, 422, 430, and 440 asdescribed below. A power source 490, such as batteries or a electricaloutlet plug is provided. In this example, the scoring feedback mechanism480 comprises an IR detector 470 which provides target proximitydetection. A RF transmitter 482 serves as an outgoing activation signalreceiving unit. In one embodiment, the controller housing 405 (notshown) may be a stick, or a wand-like enclosure, approximately 6″ to 10″long, 2″ wide and 1″ deep. Other sizes may be used. The microcontroller460 typically executes custom embedded machine code such as a MicrochipTech. PIC18F258-I/SO. A memory 464 (not shown), such as an AtmelSemiconductor AT24C16N-10SI-2.7 16K EEPROM may be used. A transmitter480 such as a Linx Technologies TXM-418-LC AM radio frequency device maybe used. Other types of transmitters may be used. The detection device470 may be infrared (IR) such as a Fairchild Semiconductor QSE157 I/RLogic detector, a “Hall Effect” sensor, or other detection device Thedisplay 420 may be a visual indicator such as Lumex LCM-SO 1602DTR/M LCDModule. An optional audio indicator such as a Soberton WST-1205S audiotransducer may be used.

In this example, the command station racquet 400 is battery-powered.When the controller is turned on, it seeks targets that are within rangeand sets up the current system options. Then, all targets will do anextended flash/beep twice to indicate that the game is about to begin.Once the options are set, the player presses a “Game Start/Stop” switch440 (not shown) on the racquet to begin play. When play is complete, theplayer presses the “Game Start/Stop” switch 440 again.

In this embodiment, the controller 300 is located within the racquet400. This command station-equipped racquet transmits a radio signal to atarget's radio receiver 220, turning on the target's first light 230 foran allotted period of time. Each target also contains an infrared (IR)emitter 240 that is powered on when the target is activated. The racquetcontains an IR receiver 310 so that as the racquet gets within closeproximity of the active target, it de-activates the target, records thetarget as a hit and activates the next target.

In this embodiment, the system uses RF activation from the control wandto the target with an IR feedback mechanism from the target to thecontrol wand. The system can easily be implemented however with IR inboth directions, RF in both directions or audio in both directions aswell as a physical/mechanical feedback mechanism from the target or anycombination of above or other mechanisms that fits a specificrequirement that might preclude other control and feed back methods.

The controller may be incorporated into a player's racquet 400.Alternately, the controller may be a separate device. Thecontroller-equipped racquet transmits a signal to a target's receiver.

Settings and Controls

Various settings and controls for game selection and difficulty may beset. FIG. 2 is an illustration of the game control switches and displayfor one embodiment of a wand or racquet controller. In this example,settings and controls are selected on the control wand racquet 400 withone or more up and down toggle switches or buttons which allow theavailable options to be displayed on an LCD display 420 and scrolledthrough by the player. In this example, the toggle switches or buttonsinclude an On/Off switch 410 for turning the controller on or off; ascroll up 421 key and a scroll down 422 key for moving up and downthrough a selection menu; a select 430 key; and a game start/stop switch440. Selection of any given option may be made with the “Select” switch430. In one embodiment, the maximum menu depth is restricted to two-deepin order to simplify game setup. Once options are set, pressing the game“Start/Stop” switch 440 will begin the game initialization. Pressing the“Start/Stop” switch 440 at any time after a “start” will immediatelyterminate the game.

In one embodiment, whenever “Stop” is selected, either the percent hitsor elapsed time, depending on the mode of play, is calculated to thelast “hit”. In this manner, the player does not have to rush to hit the“Stop” button in order to get an accurate score.

The controller may be housed in a manner that it can be carried on or bythe player, such as in the racquet, strapped to the player's arm; wornby the player such as a pager.

Targets may be temporarily attached targets to walls, ceiling, etc. withdouble-sticky tapes, Velcro, putty, magnets, suction cups, clamps, hooksor strings. For a permanent location, the targets can be screwed to thewall or wall bracket.

Targets

FIG. 3 is a schematic of one embodiment of a target. In this embodiment,the target 200 includes a power source 270 such as batteries; amicroprocessor 210; an incoming activation signal receiving unit 280;LED indicators 230 and 232; an audio sounding device 250; a clock source212 for the microprocessor, such as an oscillator; an ID selector 285;and a scoring feedback mechanism 288.

The targets may further include an RF receiver 220, an Infra Redemitting device 240 (not shown), and a main power switch 260 (notshown). In this example, each target is powered by batteries, such as2-AA rechargeable NiMH, and is switched on when ready to play. When playis finished, the targets should be switched off. If the targets remainon for an extended period of time without use, they will go into sleepmode, thereby extending battery life.

In one embodiment, the target components include a cylindrical housingabout 3 inches in diameter and about 1″ thick. The microprocessor 210 ormicrocontroller typically executes a custom embedded machine code suchas the Microchip Technologies PIC16C505-04I/SL. A non-volatile memory212 (not shown) such as an Atmel Semiconductor AT24C16N-10SI-2.7 16KEEPROM may be used. A radio frequency receiver such as Linx TechnologiesRXM-418-LC-S may be used for communication with the controller. Thefeedback device 288 may be of several possible types including infrared,such as a Fairchild Semiconductor 1N6266 I/R emitter; a magnetic coil;or an RF device. A visual indicator 230 such as Lumex SSL-LX5093SRC/Clight-emitting diode may be used. The audio indicator such as a SobertonWST-1205S audio transducer may be used.

Mode Selection

FIG. 4 is an illustration of the selectable set modes from thecontroller display. Display 500 indicates that the controller is ready.Display 510 indicates a score for a game in progress or completed game.Display 530 shows the total number of targets that the controller willactivate during a game session. Display 540 shows the mode such as courtmode. The “>” symbol indicates that the display is scrollable for othergame modes that may be selected including sequential mode 542, tag mode544, and timed mode 546. Display 550 indicates a fixed target time.Display 552 represents an alternate mode for variable time for thetarget activation. Display 560 is a toggle for turning the sound on oroff. Display 570 is to designate the racquet in multiple player mode.

Example of PeoplePong Racquet Controller Display Directions

-   -   When the racquet is turned on, the racquet displays “READY”.    -   If the player desires to use the same settings as the last game        played, s/he presses the “Start” button, the controller        transmits the latest parameters to the targets and the game        begins.    -   If, instead, the player desires to change the settings, the        player presses the “Down” arrow to move through the menu and        presses the “Select” key when the desired setting is displayed        (current settings are marked with a “>”).    -   A player can page in either direction through the menu,        including going to the last option by paging up from the first        option.    -   If the “Select” key is pressed for an item that has a sub-menu        item, the cursor moves to the sub-menu items.    -   Once the new settings are selected, the player presses the        “Start” button to initialize the targets with the new settings        and begin the game.    -   As soon as the first target is hit, the scoring begins—whether        percentage, elapsed time or target ID's hit—and is displayed on        the racquet.    -   The “score” is the percentage of targets hit out of those turned        on, calculated up to the last target hit (so you don't have to        “race” to stop the game to get an accurate score).    -   In “Timed Play Mode”, the “score” is the time accumulated from        the first to the last target hit.

FIG. 6 is a flow chart for an embodiment of the court mode. At step1000, a target 200 is activated by the controller 300. Each target has aunique ID, so that the target recognizes when the controller 300 hasbroadcast an activation signal for the target At step 1020 the targetturns on its first light 230 for an allotted period of time. Each targetalso contains an emitter 240 that is powered on when the target isactivated. The racquet contains a detector 280, such as an IR or RFdetector, so that as the racquet gets within close proximity of theactive target, at step 1030 the detector 280 sends a signal to thetarget microprocessor or micro controller 210 to de-activate the target.In other embodiments, the target may be “hit” by manual contact, so thatproximity detection is not required. At step 1040 the controller recordsthe target as a hit. At step 1050, the controller turns on the nexttarget.

In Court Mode, targets may be turned on by the controller randomly andfor a player-selectable time period. The random mode simulates a realgame, where the player does not know where the targets will be. Theplayer can also set the mode to “Variable Time Mode”, allowing targetsto stay active for varying times, simulating slow and fast “returns”.

In one embodiment, each target has its own unique identification. Thecontroller sends out a signal such as “Target ‘8’ GO ACTIVE”. Alltargets may receive the message but only Target “8” will respond and goactive.

If a target is hit while active, it sends back a “hit” message. From themessage received by the controller from the hit target, the controllercan simply tally a “hit” for scoring purposes or note which target washit. Other statistics, such as the percentage of hits on each target,may be maintained and displayed to the user.

In one embodiment, the controller has an RF transmitter and the targethas an RF receiver. The controller receives a feedback from the IR“hit”. In other embodiments where the controller is a base station, thenboth the target and the controller need an RF transmitter and receiver,or transceivers, since the controller may not be in the proximity of thetarget to receive an IR signal.

DETAILED DESCRIPTION OF EMBODIMENT Sequential Mode

Sequential Mode is similar to Court Mode, except that the targets willactivate in a serial, sequential mode. The targets can still be placedanywhere, physically, but will activate in the same order, over andover, forcing the player through a pattern. In this mode, the playerwill typically monitor improvement in percent of hits to determineimprovement over time.

DETAILED DESCRIPTION OF EMBODIMENT Timed Mode

Timed Mode still allows for the placement of targets in any physicallocations and, like Sequential Mode, turns targets on in a set order.However, instead of activating and deactivating after a certain periodof time, the targets will stay on until “hit”, allowing the accumulatedtime to be tallied by the controller (racquet). This mode is best usedfor a race or obstacle course. Additionally, it enhances the SequentialMode by giving the player a “total time” result when they finish aselected number of targets. For instance, the player may select to have100 target activations, such as 4 targets in various combinations for atotal of 25 times for each target. The player then monitors the lengthof time to hit all 100 target activations.

DETAILED DESCRIPTION OF EMBODIMENT Tag Mode

In Tag Mode, targets are placed on the players so they can play anelectronic game of tag. Targets will use LEDs to show whether a playeris tagged or untagged by the player with the racquet. In this mode,targets are placed on the actual players such as in a mesh vest. Oneplayer has the controller and is “it”. The player has to try to “tag”the other players' targets. Each target's LED blinks until it is hit,then turns solid so that a player is clearly “tagged”. The controllercould also tally the elapsed time of each target to determine the rankof each player's evasive skills.

In one embodiment, one or many players may participate in a game. Eachplayer receives a target, say numbers 1, 2, 3, and 4. Each target blinksuntil “hit” by a racquet. If desired, the player can review the lengthof time that passed from start until when each target was hit, on thecontroller by scrolling through that option such as: Target 1=1.50minutes, Target 2=0.75 minutes, Target 3=2.35 minutes, Target 4=0.26minutes.

In one embodiment, if there are multiple players, any of the racquetscan be used to hit any active target. In this embodiment, a secondplayer may “hit” a first player's active target.

DETAILED DESCRIPTION OF EMBODIMENT Game Options

In one embodiment, the utilities and play options are selectable by theplayer from a racquet display:

-   -   Level of Difficulty (Target Duration Time or TDT)—The length of        time a target stays active will depend on a player's skill or        physical ability as well as how far apart the targets are        placed. The time could vary from a fraction of a second to over        a minute and may be variable as it is in real court games.    -   Court Mode—This mode turns targets on in a random pattern. It        moves the player from target to target in an unpredictable        manner, similar to a game of racquetball or tennis.    -   Sequential Mode—Sequential mode will activate targets in order,        over and over until the game is stopped. In Sequential Mode,        targets can be placed in a way to move the player through a        predetermined pattern.    -   Timed Mode—This is a variation on the Sequential Mode. Targets        are still activated in a sequence but instead of staying active        for a set time period, each target stays active until “hit” and        the cumulative (elapsed) time is recorded. This could be used to        track the time it takes to move from point to point in a race or        obstacle course or to record the time it takes to hit a set        number of targets.    -   Tag Mode—In this mode, targets are placed on the actual players        such as in a mesh vest. One player has the controller and is        “it”. The player has to try to “tag” the other players' targets.        Each target's LED blinks until it is hit, then turns solid so        that a player is clearly “tagged”. The controller could also        tally the elapsed time of each target to determine the rank of        each player's evasive skills.    -   Variable Target Time—If a player elects to have the target        duration time variable, some targets will stay on half as long        (fast ball) as the selected TDT and some will stay on twice as        long (hanging ball). For instance, if a player selects a TDT of        two seconds, some targets will stay active for only one second        and some will stay active for four seconds. So that a player        knows what to expect, a faster and slower sound will be emitted        from targets with activation times shorter or longer than the        selected TDT.    -   Number of Targets—Players can let the targets operate until the        “Stop Game” button is pressed, or select a set number of targets        (50, 100, 200, etc.) and the game will run until a specific        number of targets are activated.    -   Multiple Players—Additional racquets can be added to allow for        multiple players. One racquet still acts as a controller and        additional racquets simply tally their scores as they hit active        targets. With this mode, a two- or more-player game of        racquetball or tennis is simulated, with each player taking        turns hitting targets. The player with the most hits wins.    -   Game Start/Stop—The racquet has a start/stop button that begins        and ends play of any type. When play is ended, the percent of        targets hit (or cumulative time) is calculated up to the last        target actually hit (so that you don't have to rush to stop a        game to keep from tallying non-hits).

DETAILED DESCRIPTION OF EMBODIMENT Game and System Uses

The overall purpose of the PeoplePong system is to provide a portablemethod for a player to get aerobic, callisthenic, competitive exercisewhile having fun, without constant access to a gym, tennis, orracquetball court. In fact, the product can be carried with the playeralmost anywhere.

The game has a competitive aspect, even for an individual—the playerneeds to get to the target before it expires and can try to attain orbeat a score from earlier sessions. As the player's proficiencyincreases, he player adjusts the difficulty level by simply speeding upthe TDT and/or by moving targets farther apart.

The game becomes even more competitive when more than one player isinvolved. Players can play individual games and compare scores ormultiple racquets can be used during the same game, allowing two or moreplayers to play at once (taking turns just like in a real court game).If more than one player is playing at once they can check the tally ontheir racquets at any time to determine (and compare) their scores.

If certain stretching or movement exercises are needed to work on aparticular part of the body, the targets can be put in Sequential Modeand placed in a geometry that will move the player in a predeterminedpattern. This mode could potentially be used to work a player (patient)through a prescribed Physical Therapy regimen.

For older or disabled players, the targets can be set in a position andat a pace that works for their needs. Even a person confined to a bed orchair can place the targets in close proximity and play with their upperbody. Additionally, a person in a wheelchair could place the targetsaround a room or gym at the appropriate height and wheel around, hittingthe active targets.

In the Timed Play Mode, any pattern could be set up to run playersthough a course, from something as simple as timing a “down-and-back”run, to an intricate obstacle course.

Tag Mode is like a simple, portable game of traditional tag that showsdefinitively that a player has been tagged and even shows how long theplayer evaded getting tagged.

DETAILED DESCRIPTION OF EMBODIMENT Wired System

In the previous embodiments, the targets communicated wirelessly withthe controller. In other embodiments, the targets may be wired to acontroller.

In one wired embodiment, the signals are conveyed from the wand to thetarget and back via a single conductor with common return path utilizinga simple ON/OFF signal.

In another wired embodiment, the signals are conveyed from the wand tothe target and back via multiple conductor hardwired connectionutilizing a serial data communication protocol such as RS-232 or RS-485or direct parallel data activation protocol.

In another wired embodiment, the signals are conveyed from the wand tothe target and back via coaxial, twisted pair or generic control cableutilizing direct connect RF signaling with embedded data and clock suchas Manchester encoding or simple NRZ protocol or data over powerutilizing AC coupling of data on top of the power.

In another wired embodiment, the signals are conveyed from the wand tothe target and back via utilization of 125 KHz control protocols sentover the AC Mains wiring or newer “Homelink” type protocols designed foruse with networked computers but which is applicable in this embodiment.

DETAILED DESCRIPTION OF EMBODIMENT Radio Frequency

In some embodiments, communication between a target and the controllermay be by RF transmitted connection, contacted or non contact, using anyregulatory acceptable RF transmission method.

One RF embodiment utilizes allowed radio spectrum transmission modessuch as OOK, ASK, AM, PSK, FSK, FM, TDMA etc. with embedded dataencoding such as Manchester coding, NRZ coding, Miller coding, etc.

Another RF embodiment utilizes both directional and omni-directionalradiating antennas and radiation polarities such as horizontal,vertical, helical and circular.

Another RF embodiment utilizes standard transmission and receptiontechnologies such as Linx technologies AM RF modules, MicrelSemiconductor MIC series of receivers and transmitters, BlueToothwireless connectivity, WiFi connectivity, ZigBee connectivity, WirelessUSB connectivity or proprietary RF protocol connectivity from companiessuch as Aerocomm communications or InfoClip, LLC.

DETAILED DESCRIPTION OF EMBODIMENT Magnetic Coupled Connection

In some embodiments, communication between a target and the controllermay be by magnetic coupled connection, contacted or non contact, usingany regulatory acceptable induction method.

One RF embodiment utilizes allowed magnetic spectrum transmission modessuch as OOK, ASK, AM, PSK, FSK, FM, TDMA, etc. with embedded dataencoding such as Manchester coding, NRZ coding, Miller coding etc.

Another RF embodiment utilizes both directional and omni-directionalcoupling elements.

Another RF embodiment utilizes well-known practices in magnetic couplingand induction from such companies as Digital Angel, AllFlex Boulder andInfoClip, LLC.

DETAILED DESCRIPTION OF EMBODIMENT Other Connection

In some embodiments, communication between a target and the controllermay be other connections, contacted or non contact, utilizing the entirepossible electromagnetic spectrum including but not limited to visible,Infra Red or Ultra Violet light using any regulatory acceptabletransmission method.

Some embodiments may utilize readily available Infra Red or Visiblelight sources and detectors with any of the aforementioned modulation,data encoding schemes such as the Fairchild Semiconductor QT157 I/Rdetection device and the Fairchild 1N6266 I/R light emitting diode.

Some embodiments may utilize the use of light scattering, bending orconcentration devises such as mirrors, light frequency sensitivefilters, diffusers and light density filters to control the activationdirection or detection range which can easily be incorporated in deviseenclosures using ubiquitous manufacturing techniques and practices thatwould allow the generation of a contact switch or “Light curtain” alongwith the ability to direct and control the “light” intensity anddirection and activation distance of not only the Controller/Targetdevise but the required mechanical interface distance as in the case ofthe “Light Curtain” which requires the breaking of a light beam as a“Scoring or Timing event”.

DETAILED DESCRIPTION OF EMBODIMENT Manual System

Referring to FIG. 7, the system may be implemented as a manual systemwhere targets are wired to a base controller 300. The targets mayinclude a sensitive button that tallies a hit when it's touched andcommunicates by the wired connection back to the controller. Thecontroller may be housed in a stand-alone enclosure, eitherbattery-operated or plugged into the wall.

In other embodiments, target proximity detection may be employed with awired system.

In another embodiment, targets with sensitive buttons may be part of awirelessly controlled system.

Target activation and hit confirmation can be accomplished through manymeans. Specific methods are described in the above and followingembodiments. The current invention is not limited to those techniques,and other techniques and components will be obvious to those skilled inthe art.

1. A portable exercise system for at least one player, the systemcomprising a plurality of electronically-activated targets which may bepositioned in a three-dimensional space; and controller, such that thecontroller activates a sequence of the targets which may include arepetition of one or more of the targets, such that for each target inthe sequence, the controller communicates with a target to cause thetarget to provide an indicator signal for a time interval, the playerattempts to hit a target by touching or coming within close proximity ofthe target within the time interval beginning at the time that thetarget provides the indicator signal, the controller determines whetherthe target is hit during a portion of the time interval, and a score islogged if the target is hit during a portion of the time interval. 2.The system of claim 1 wherein the controller further comprises anelectric plug, such that the controller may be plugged into anelectrical outlet for supplying power to the controller.
 3. The systemof claim 1 wherein the controller communicates wirelessly with eachtarget to cause the target to provide an indicator signal for a timeinterval.
 4. The system of claim 1 wherein the target further comprisesa magnetic device for determining contact.
 5. A portable exercise systemfor at least one player, the system comprising a plurality ofelectronically-activated targets which may be positioned in athree-dimensional space; a racquet comprising a proximity detector fordetermining whether the racquet is within range of a target; and acontroller, such that the controller activates a sequence of the targetswhich may include a repetition of one or more of the targets, such thatfor each target in the sequence, the controller communicates with atarget to cause the target to provide an indicator signal for a timeinterval, the player attempts to move the racquet to the proximity ofthe target within the time interval beginning at the time that thetarget provides the indicator signal, the controller determines a targethit when the racquet is in the vicinity of the target during a portionof the time interval, and the controller logs a score for the targethit.
 6. The system of claim 5 wherein sequence of the targets ispre-specified by the player.
 7. The system of claim 5 wherein sequenceof the targets is selected randomly.
 8. The system of claim 5 whereinthe indicator signal is an audible signal.
 9. The system of claim 5wherein the indicator signal is a visible light.
 10. The system of claim5 wherein the target further includes an Infra Red emitting device; andthe proximity detector of the racquet comprises an Infra Red detector.11. The system of claim 5 wherein there are two or more players; andeach player is scored independently.
 12. The system of claim 5 whereinthe controller communicates with a first target to generate a firstsignal at a first time; and the controller communicates with a secondtarget to generate a second signal after the racquet has been brought tothe vicinity of the first target, such that the pace of the game isdetermined by the speed of the player.
 13. The system of claim 5 whereinthe controller is located in the racquet.
 14. The system of claim 5wherein the controller the controller records the elapsed and cumulativetime for the target hits.
 15. The system of claim 5 wherein thecontroller is located within one or more target.
 16. The system of claim5 wherein game parameters may be set by a player with a user interfaceto the controller.
 17. The system of claim 5 wherein the controllercommunicates with a target to cause the target to provide an indicatorsignal for a time interval.
 18. A method of conducting an exercise witha portable exercise system for at least one player, the methodcomprising positioning a plurality of electronically-activated targetsin a space; providing the player with a racquet, such that the racquetdetects if a target is within a specified range of a target; andcommunicating from a controller to a sequence of the targets, such thatfor each target in the sequence, which may include a repetition of oneor more of the targets the controller communicates with a target tocause the target to provide an indicator signal for a time interval, theplayer attempts to move the racquet to the proximity of the targetwithin the time interval beginning at the time that the target providesthe indicator signal, the target determines whether the racquet is inthe vicinity of the target during a portion of the time interval, thetarget communicates with the controller to cause the controller to log ascore if the racquet is in the vicinity of the target during a portionof the time interval.
 19. The method of claim 18 further comprisingdisplaying a score to the player.
 20. The method of claim 16 wherein thecontroller activates targets in a random sequence.